Sanati

Sanati

Joined Member # 4128257
40 Posts 526 Replies 9,890 Reputation

If you bring a lair into your borders it instantly turns green, even if there's a monster still standing on it. Some lairs in the wild don't turn green even if all the monsters that spawned from it are dead, they stay purple, like mite lairs IIRC. So I think purple is supposed to indicate active and green inactive, but yes I have seen a green lair flip back to purple, but usually that happens almost right away, like as soon as I end that turn. I think the bug is that an active lair ca

8 Replies 6,453 Views

Dodge is for both ranged and melee, ranged dodge is just ranged, so in your example yes it would be 25 dodge against ranged attacks. For everything except the growth upgrade and wardens, the outpost upgrade only effects the area within it's own influence area, the 3x3 or 5x5 area directly around them depending on if hightower is upgraded or not. The growth upgrade I believe is only linked to one city, but the city doesn't have to be in it's influence area. Wardens don'

8 Replies 6,453 Views

I did some more testing with that terrain/mouse issue after finding an amazing city location in the middle of a large patch of "afflicted" terrain and being forced to deal with it for a long stretch of time. Switching to the hardware/windows mouse does not effect it. Saving the game, quitting, and reloading does not fix it. Tilting the camera so it's looking straight down does "fix" it so long as you keep the camera at that angle. It happens to specific tiles in specific parts of

221 Replies 588,478 Views

1. Look at the icon above the lair. If it's still a purple symbol the lair is still active and will eventually spawn something else. If it's a green symbol that means it's done spawning, it's just a goodie hut now. Usually a lair has a guardian that doesn't move from it, if you kill that guardian it kills the lair, bringing a lair into your borders also kills it. Some lairs don't have guardians, and sometimes guardians will move off of the lair (killing them elsewhere

8 Replies 6,453 Views

I haven't seen that, but I suppose I also haven't tried to use such bright colors. Or perhaps that's just as buggy as hair and skin color and only works correctly with specific races and only when the game is feeling generous. Edit: Yes, I fiddled around with a few other custom factions and suddenly I found one where the default wooden shield didn't look like wood. For the first time I can remember it was colored to my metal color. Which is actually kind of surprising,

221 Replies 588,478 Views

Here's my real number 5. You have us pick skin, hair, metal, and clothing colors when designing a custom faction. Metal color doesn't do anything as far as I can tell. Clothing color is relevant for the first 5 turns until we find a piece of leather armor. Then the game seems to either completely or mostly ignore the skin and hair colors we pick beyond creating the sovereign. I pick Trogs with white skin and red hair, and my pioneers come out with gray skin and white hair, and my desi

221 Replies 588,478 Views

Civ5 never crashed for me that I can remember, maybe because I don't use the DX9 version. I also didn't notice anything wrong with the AI, it actually seemed very well done, but certain games have probably lowered my expectations quite a bit.

61 Replies 67,860 Views

So you'd rather just sit on your thumbs and not play at all, or deal with the garbage system the way it is? I'm not saying the diplomacy system isn't stupidly broken or doesn't need heavy work, I'm just telling you how you can spend 3 minutes in a text file to fix it the way you want it in the meantime. If you'd rather stay here and cry about be my guest, just keep in mind that there are glaringly obvious issues with the game that have been around and repeatedly report

6 Replies 18,745 Views

You can counter this by grabbing the trainer perks on levelup (I might have the name wrong, the one that increases the army's exp gain). They stack and pretty much erase the exp penalty. If I'm playing a champion heavy game I tend to split them up early on until they have a couple points in potential and trainer, then I will eventually merge them back together into a super group if needed.

5 Replies 4,746 Views

[quote who="sweatyboatman" reply="42" id="3309385"] Maybe after a couple years of slaving away making FE they decided to take a little break.[/quote] They aren't taking a break. They have all moved on, to the expansion or GalCiv 3 (*crosses fingers*). It honestly looks like there's only like 2 people working on bugfixes and the AI for FE right now. But don't worry, they are backporting fixes they accidentally make while working on the expansion. [e digicons]:\[/e] </p

61 Replies 67,860 Views

The only thing AI's ignore are NAPs and Tribute treaties*, they do actually care about relationships. The problem is the game is heavily weighted so that everyone will eventually declare war on each other. Some of the negative "feelings" AI's have are set to increase drastically in severity as the game goes on, while things that add a positive are set to decrease. Other things are heavily stacked against the player who tends to use intelligent unit design (lower numbers of powerful un

6 Replies 18,745 Views

Now that I was looking for it I also saw some warg riders, the very ones I mentioned before, a stack of Tide of Teeth from Resoln. Still haven't seen an AI sov or champ on anything but a horse though. [e digicons]:wulf:[/e]

14 Replies 10,690 Views

I would actually imagine signing a NAP followed by an Alliance might override the NAP since the later is basically a stronger version of the same thing. It really would not surprise me if that caused the NAP to end. [quote who="Borg999" reply="6" id="3309419"]The tribute system is pathetic too. I'll always accept free money, but what's the point of a one time tribute payment of 25 (or less) gildar? It's barely worth my time, and doesn't motivate me not to at

8 Replies 12,887 Views

Did it "expire" because he declared war on you? The AI's currently do not follow NAPs and Tribute Treaties and will declare war on you regardless of signing either.

8 Replies 12,887 Views

-Select a city from the city list, then click on the ground. It wont deselect. Click on the city on the map, then click on the ground, it will deselect. -Set your sov to guard and deselect them. Select your sov from the unit list and click to move somewhere. They wont move, they are still guarding. Select your sov from the map, this un-guards them and then they will move where you click. For whatever reason clicking something on the list is not the same as click

0 Replies 1,324 Views

[quote who="Nibelung44" reply="1" id="3305423"]regular units should still keep a role (tougher and strike harder when undamaged) [/quote] *This is still the case, by far. Champions are not even close to being able to put out the same amount of (non-spell) damage or take as many hits as a well equipped and leveled group of trained units, even with a 9x shieldwall. I mean it's seriously not close, we are talking 50-70 damage for a good champion vs 300+ for 7s of trained units right

11 Replies 19,537 Views

[quote quoting="post"] The theme of it is to evolve the overall game design of Fallen Enchantress to help bring the role playing elements closer to the civilization building elements.[/quote] I'm confused. That sounds like it might be backwards. The RPG part is the best part, it's the civilization and army building parts that need to move closer to it in depth (IE more than 4 armor sets, and double (or more) the city levels as quick examples), IMO at least. The only real

43 Replies 133,654 Views

[quote who="abob101" reply="10" id="3308759"]Thats kinda suprising... i've seen mine that seems to work ok.[/quote] It apparently just took posting about it to get them to do it. I finally saw them build one of my designs the next game, but they definitely seem to prefer the default upgradable designs.

14 Replies 10,690 Views

If an improvement isn't attached to a city directly (within the walls) it can't be destroyed by the owner...? If it's far enough away from the city you can raze the outpost, but then you also lose the other improvements, outpost upgrades, and have to make a new settler. If it's within the city's borders though there doesn't appear to be any way to raze it without somehow luring an enemy onto it. This isn't a problem for most resources since there's no reason to

6 Replies 9,399 Views

[quote who="Sarudak" reply="9" id="3308659"]There are still a few oddities like monsters not staying tied to their lairs in wildlands.[/quote] That's intended. Most of them don't even spawn from the lairs, they can spawn anywhere in the wildland at random.

10 Replies 18,651 Views

I was just saying I think he may have mixed those two up. Maybe there was no change and he is counting distance between improvements instead of city centers.

8 Replies 24,723 Views